
Dawn Wolf
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Yeah so far, I feel really weird about these ops. Playing them Solo Legendary is kind of a awkward experience. I very often will die, respawn in the midst of battle, kill a few enemies, die, and repeat. It really transforms potentially interesting combat scenarios into dare I say it, tedious but easy, mindless segments.
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Max Skill? It's not Skill. No one ever said it was. That will come later.
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I will continue to try to post more information in this thread regularly. In the beginning, I will start by posting the loadout basic stats. This is all from my own testing, please correct me if you feel I am mistaken on anything. Full Auto Weapons Assault Rifle: Shots to Destroy Shields: 10 Shots to Kill Unshielded Player: 6 Shots to Shields before a Melee kills: 6 Magazine: 32 Total Shots to kill: 16 Storm Rifle: Shots to Destroy Shields: 9 Shots to Kill Unshielded Player: 6 Shots to Shields before a Melee kills: 6 Magazine: Unknown, Overheats Total Shots to kill: 15 Suppressor: Shots to Destroy Shields: 12 Shots to Kill Unshielded Player: 7 Shots to Shields before a Melee kills: 8 Magazine: 48 Total Shots to kill: 19 Precision Weapons Battle Rifle: Shots to Destroy Shields: 4 (Bursts) Shots to Kill Unshielded Player: 3 (Bursts, Headshot Able) Shots to Shields before a Melee kills: 3 (Bursts) Magazine: 12 (Bursts) Total Shots to kill: 7 (5 with Headshot) Note: Third burst to kill unshielded player kills before third shot DMR: Shots to Destroy Shields: 4 Shots to Kill Unshielded Player: 3 (Headshot Able) Shots to Shields before a Melee kills: 3 Magazine: 14 Total Shots to kill: 7 (5 with Headshot) Carbine: Shots to Destroy Shields: 7 Shots to Kill Unshielded Player: 5 (Headshot Able) Shots to Shields before a Melee kills: 5 Magazine: 18 Total Shots to kill: 12 (8 with Headshot) Light Rifle: Unscoped: Shots to Destroy Shields: 5 (Bursts) Shots to Kill Unshielded Player: 3 (Bursts, Headshot Able) Shots to Shields before a Melee kills: 3 Magazine: 12 Total Shots to kill: 8 (6 with Headshot, 5 with Perfect Headshot) Note: The fifth burst on a shielded target will bleed with last shot. This will kill a target if hit with 5 perfect bursts, fifth in the head. Scoped: Shots to Destroy Shields: 3 Shots to Kill Unshielded Player: 2 (Headshot Able) Shots to Shields before a Melee kills: 2 Magazine: 12 Total Shots to kill: 5 (4 with Headshot) Note: Combinations of Scoped and Unscoped shots can change shots to kill. 2 scoped shots plus 2 perfect bursts will kill. Sidearms Magnum: Shots to Destroy Shields: 5 Shots to Kill Unshielded Player: 3 (Headshot Able) Shots to Shields before a Melee kills: 3 Magazine: 8 Total Shots to kill: 8 (6 with Headshot) Boltshot: Single Shot: Shots to Destroy Shields: 10 Shots to Kill Unshielded Player: 6 Shots to Shields before a Melee kills: 6 Magazine: 10 Total Shots to kill: 16 (11 with headshot) Charged: Shots to Destroy Shields: ? Shots to Kill Unshielded Player: ? Shots to Shields before a Melee kills: ? Magazine: 2 (Consumed 5 shots) Total Shots to kill: ? Note: Can one shot kill if close enough. Boltshot can be charged to same effect even if only 1 shot remains in the weapon. The Boltshot's Burst functionality can be used before the weapon autofires. It can be released shortly after beginning a charge for (I believe) full damage. This makes timing charged shots much, much easier than waiting for the weapon to autofire. Plasma Pistol: Single Shot: Shots to Destroy Shields: 4 Shots to Kill Unshielded Player: 9 Shots to Shields before a Melee kills: 3 Magazine: Unknown, Overheats Total Shots to kill: 13 (12 with bleed) Note: 4th shot to shielded player bleeds health damage. Charged: Shots to Destroy Shields: 1 Shots to Kill Unshielded Player: ? Shots to Shields before a Melee kills: 1 Magazine: 1, overheats Total Shots to kill: ? Armor Abilities Notes: Active time represents the time the AA is actually active once used (if it is not stopped). Some AA's deduct energy for activation/deactivation, in addition to the steady burn of energy. This is reflected with the cost to use stat. Taking this into account the Uses without regen tells how many times the AA can be used (Viably, and or, absolute maximum) before a regen. Recovery shows how long it takes for an empty bar to fully recharge. I also posted the regen speed using the Armor Ability Efficiency perk, which cuts all regen time in half. However, the final stat shown here is the lag time before an AA will begin to charge after use. This is not effected by the AAE perk. This makes for some interesting data. All times are generally accurate, although may not be pinpoint, millisecond measurements. Unless otherwise stated, most of these abilities can be activated at around 1/3 energy. Promethean Vision Active Time: 5 seconds Cost to Use: -2 Seconds/-40% Energy Uses without Regen: 2 Recovery: 10 Seconds Recovery with AA E: 5 Seconds Regen Lag: 2 seconds Thruster Pack Active Time: One Use Cost to Use: All Energy Uses without Regen: 1 Recovery: 3 Seconds Recovery with AA E: 1.5 Seconds Regen Lag: 3 Seconds Notes: While Thruster Pack has a very fast regen, it actually has high regen lag. Because of this, the AAE perk only actually saves you 1.5 seconds of real time. Needs all energy to activate. Hologram Active Time: 6.8 Seconds Cost to Use: All Energy Uses without Regen: 1 Recovery: 6.8 Seconds Recovery with AA E: 3.4 Seconds Regen Lag: No Lag Notes: As soon as the Hologram is used, it begins to regen again. Without the AAE perk, the Hologram dies exactly when energy is filled again. With this, essentially you can always have a hologram out. When the AAE perk is taken, one can send out a Hologram BEFORE the previous one dies, although this will instantly replace it. The hologram cannot be activated without full energy. Jet Pack Active Time: 2.5 seconds Cost to Use: Roughly 1/12th (Minimal) Uses without Regen: Roughly 12 (Max), Viably 2-3 Recovery: 6.5 Seconds Recovery with AA E: 2.25 Seconds Regen Lag: 1 seconds Notes: Jet Pack can be activated consistently on and off without much cost. However, at least half of the energy meter is needed to achieve decent altitude. For any kind of high altitude reach, the entire bar is necessary, and a jump to start as well. Jet Pack cannot easily arrest a fall, and will burn immense energy doing so. However, do to the low lag and regen times, it can be used quite frequently. Hardlight Shield Active Time: 5 seconds Cost to Use: -1 Seconds/-20% Energy Uses without Regen: 4-5 (Max), Viably 3 Recovery: 10 Seconds Recovery with AA E: 5 Seconds Regen Lag: 2 seconds Notes: Shields do not regen while Hardlight is in use. Significant lag time after use endangers user, especially in CQC. Doesn't seem to "Whittle Down" from taking fire (Although I have not tested this thoroughly) Active Camouflage Active Time: 16.2 seconds Cost to Use: Roughly -1.5 Seconds/-1/12th% Energy Uses without Regen: Roughly 6 (Max), can be activated and deactivated often Recovery: 14 Seconds Recovery with AA E: 7 Seconds Regen Lag: 2 seconds Notes: Modest Lag time allows fairly free use of Camo. AAE helps significantly if Camo is to be used often. Energy is expended evenly regardless of the activities of the user, unlike in Reach. Autosentry Active Time: 104 (Roughly) seconds, Roughly 1 second to Deploy Cost to Use: Energy slowly whittles down when Sentry is on field. Costs all energy to Recall Uses without Regen: 1 (Can be deployed again before energy is full) Recovery: 18 Seconds Recovery with AA E: 9 Seconds Regen Lag: 2 seconds Notes: Sentry can be recalled at any time, which will exhaust all remaining energy on it. The sentry can be deployed without full energy. Hopefully testing on the stats of the actual Sentry are to come soon. Regeneration Field Active Time: 10 seconds, 1 to Deploy Cost to Use: Costs All Energy Uses without Regen: 1 Recovery: 30 Seconds (After field dies, 20 Seconds) Recovery with AA E: 15 Seconds (After field dies, 5 seconds) Regen Lag: 0 seconds Notes: Requires all energy to activate. The Field instantly begins to regenerate energy once deployed. This means that while it takes a certain amount of time to "regen" energy, only a fraction of that time will actually be spent without a regen field. Furthermore, AAE drastically lowers this time. Taking AAE will change the actual wait between fields from 20 seconds to only 5 seconds, perhaps making this AA the most benefiting from the AA E perk. UPDATE: 11/21/2012: Added stats on Armor Abilities, and updated Boltshot comments. Things I learned while testing: The LightRifle is very wierd and complex. High risk, High reward. The Boltshot cannot kill single shot even with a full magazine. The Boltshot CAN headshot. The Boltshot can be fired for full damage(I think) long before it auto fires, making timing much easier than waiting for it to fire on its own. The Magnum requires a full magazine to kill without a headshot, and is no longer equal to the DMR. The three Full Auto weapons are astonishingly close in terms of damage. The LightRifle and Plasma Pistol Bleed damage.
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So, played the first mission. You can die an unlimited amount of times, even on Legendary? O: Is this true with all the ops? If so, doesn't this kind of kill any of the challenge...? For no reason?
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Read a lot of pretty silly things in this thread. 1. Halo 4 does not play like Call of Duty Even with Loadouts, abilities, drop in, etc. the actual game plays NOTHING like CoD. And I've played a **** TON of CoD and Halo. Halo will never play like CoD until we have ADS based firefights. Which we don't. And will never have. 2. CoD has lots of tactics and requires skill While not to the same degree as Halo, there's deep things going on in CoD too. That's why some reams WRECK shop all day. It's called skill. Halo isn't the only game to have it.
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Fairly certain it was only the MLG variants of Halo 3 where all 12 shots weren't necessary, but I could be wrong. But yeah, these guys are right. Halo 3 - 4 Shots to drop shield If the bullet that actually dropped the shield to 0 was in the head, instead kill First three shots could be anywhere, last shot must be in head Halo: Reach and Halo 4 4 Shots to drop shield + 1 shot to kill First four shots could be anywhere, last shot must be in head. The only REAL difference is the extra shot since Halo 3, but the guns shoot faster. Furthermore, Halo is not a PC arena shooter. Halo is not Quake or Unreal. The skills required to be good are far more diverse and complex than just robotic headshot perfect aim. Halo has never been about that so exclusively. The unique rifle duels Halo offers makes the game unique from the rest.
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For the most part, I'm loving the game. There's a lot of Pros, but their kind of obvious. For me, the biggest con by far is the lack of gametypes and options. There is no Juggernaut, Assault, VIP, or Race. Flood does not allow you to give flood anything but swords. This is extremely irritating. There is NO good reason to remove Juggernaut. Also, still no real elimination rules.
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Ick. Yeah... By far Halo 4's weakest point so far is the gametypes, especially customs. No Assault, VIP, Juggernaut, Race... And yeah, that infection stuff is terrible, I didn't know that was the case.
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Yeah I don't see how the LR is OP. The Binary Rifle has the laser coming out of your weapon, nerfs it. The scattershot is less dependable at 1HK.
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What do you think about the many primary weapons? First and foremost, I feel the DMR is a little OP. It outranges the BR, is more consistant, and contrary to popular belief, can still dominate in close range as long as shots are landed. But, the BR and Light Rifle seem viable at least, but I personally didn't feel nearly as deadly. When I used the LR, I only felt very effective while zoomed. So... I figured I might as well use the DMR. I have not really used the Carbine much. While the AR definitely has been buffed to keep up with the jonses, I still felt like it was a huge disadvantage over the precision weapons. Same with the SR, although this weapon did seem to have interesting team play potential for a support shooter, what with not having to reload it. I have not tried the supressor. What do you think?
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As it stands, it's extremely powerful in general. Every bit as valuable as other power weapons. It kills VERY fast, at least half the time of an AR kill. It's range really isn't that bad, and it reloads fast, and comes with lots of ammo. Furthermore, it has a definite intimidation factor. It's hard to aim well while being hit with the SAW, and you literally will be dead in a second. Beating one with a basic rifle close up is very challenging. It's weakness is actually that it's still not an AOE weapon, and not a 1 shot kill. This means that versus one enemy, it destroys hard. Against two, it can lose easily. Also, it's a pretty big responsibility. It has a lot of ammo, so if you die with it, the enemy will likely put it to good use against you.
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I heard once that flood mode is limited to 10 players, but I think that meant for the playlist. I see no reason there should be a limit on customs.
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It's very true. No friendly fire would instantly make grenades and rockets ridiculously overpowered. You don't mean to really tell me you wouldn't think it was silly if your enemies teammate just starts chucking every explosive he can directly at his ally, and kills only you. Being careful about your frag placement is and always will be very important. What they need, is a system that detects how much damage of a killed player was received by an ally, and with what weapon. If it was a non sniper gun, that player should be boot optioned immediately, there's no way dumping a mag of any basic weapon into someone and killing them is an accident. Grenades and rockets and snipers should make allowances, and they're reasonably easier to evade. (Cept Rocks)
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IGN Live Presents: Halo 4 Multiplayer
Dawn Wolf replied to Archangel Tyrael's topic in Announcements
BR should not be "dominant". Halo fans do not hate CoD. Blind Halo fan boys hate CoD. Intelligent Halo fans form educated and fair opinions about CoD, and recognize the good and bad. 343 didn't make Halo 2.- 20 replies
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This. It's not hard. I mean, the hardcore would be reasonably satisfied with just ONE ranked playlist. Unless it sucks (like Arena : ( )
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^ Well, in Reach, default was a kind of off copper. So they had Default, as well as gold, blue, black, silver. Since this time, default appears to be blue, will that mean it will look like this? Default Red Gold Black Whatever Or will there also be a different blue. As in Default Red Black Blue Whatever Have we seen all the colors?
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As said, you should be encouraged to pick up other weapons at that point.
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Sorry but I can't relate lol. I mean, they sold me at BR on DMR duels.
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One of my questions is about how default visor is blue. Like, is that blue? And they'll have other colors but not blue because blue is default?
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Halo 4: Limited Edition Un-boxing Gallery
Dawn Wolf replied to Archangel Tyrael's topic in Announcements
Steelbox looks so sexy... Awesomest Steelbox visually yet, though I really liked MW3's. Simple is good.- 16 replies
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Gasp! A night map? Reach had... zero of those! O:
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will there b 4 player split screen for war games?
Dawn Wolf replied to buffy the spartan buffalo's topic in Halo 4
I hope they don't much up the matchmaking playlists again. Reach stopped supporting 5PSC for most gametypes. -
Halo 4 Matchmaking will rely more on skill than Reach
Dawn Wolf replied to Hᴜᴍᴘsᴛʏʟᴇs's topic in Halo 4
Keep it simple, and approachable. None of this complicated, Arena stuff. Or at least, do it right... -
We need a 1-50 ranking system to be satisfied with Halo 4
Dawn Wolf replied to ISTRAFED UP0NI's topic in Halo 4
I hated the Arena in Reach, for multiple reasons. But my main point is, I think any ranking system they incorporate should take into account wins and losses, and that's basically it. I hate rank systems that take kills into account. Especially when done like Reach. Thing is, Bungie claimed the system would weigh deaths over kills. But it didn't. I hate Arena because it encouraged you to get kills at all costs, including that of your teammates, and even losing the game. Going 20-20 was preferable to 10-5. In H4, I want to see a system LIKE Halo 3's, but perhaps different. I will be surprised if there is no actual rank system. I mean, Reach had Arena. -
Rule of FPS. If it looks cool, badass, is powerful, and is a giant target, people will all get together and kill it. Fast. Just look at Scorpions. They rarely last a minute.